Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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gmuir77 Aug 26, 2019 @ 3:17pm
Anabasis gripe (again)
Decided to give it another run. Three arties, three minotaurs. Was doing pretty well for myself up to jump 5. The jump timer keeps going out longer than the cylon reinforcement timer and man, does it hurt. I've got a new transport running to me chased by revenants. I'm keeping my distance and trying to keep my civvies protected and then the reinforcements come in -- TWO basestars and a talon right on top of me! The arties are carrying torps and I'm able to vaporize one instantaneously, the second takes more time and then the revenants are on me. I jump the moment I spool up. This is when I discover that the fighters WILL NOT LAND when a jump is signaled, even when they're nearly at their battlestar. I take almost 400 points of damage and don't quite have enough salvage to make me whole.

From what I can see, destroyed ships don't count towards salvage so there's pretty much zero point in engaging with the cylons except to prevent yourself from taking more damage.

What kills me is I'm playing this run better than I did the prior ones and I'm still not going to make it I think. And this is on easy mode.

I will repeat -- I love the idea of Anabasis. I would like to see more game modes like this because it seriously extends the game's shelf-life. There's only so many times you can play the campaign. But for frak's sake, make it balanced!
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Showing 1-15 of 25 comments
gmuir77 Aug 26, 2019 @ 3:18pm 
PS I have no idea how Waggle did the Galactica challenge. I want to see video.
Menace Aug 26, 2019 @ 3:22pm 
I do Anabasis pretty successfully (in my opinion) by using battlestar flak walls and using the system anomalies against them. I think a lot of how far you get is also luck, since Cylon forces are random. Some runs are easier than others.

I like the idea of Anabasis as well and I'm hoping to see more challenge modes. There's a recent thread about it here: https://steamcommunity.com/app/544610/discussions/0/1642045003594227375/
CarloNord Aug 26, 2019 @ 7:14pm 
I have literally never seen someone pull off the Galactica Challenge. Not one video exists AFAIK. That said, I tried it myself, and managed to get to jump 8-9 on normal. I think it was 9, cause I think I was able to get the civies to jump to jump 10, but obviously they died. I think I could've managed one more jump, but I made a few bad decisions, and I doubt I'd have survived that next jump anyway.

The key to Anabasis is being ready to respond to threats. You need to be in a position that you won't be caught off guard too easily. Believe me when I say you WANT to fight Basestars and other such dedicated missile ships, because battlestar flak is free and is THE most effective anti-munition option in the game, bar none.

Target priority is also very important, focus on killing Revenants and Cerastes ships first, then Arachnes, then Talons, then Nemesis, and everything else after. You cannot defend against gunfire, you can only sit there and hope your armour holds out long enough till you can repair it.

Here's a trick I learned, always keep a PCM on your Jupiter and/or Artemis. Minerva is not a ship that should be flaking but if that's how you want to roll consider it too. Normally if you launch a munition it gets eaten by your flak, but a PCM should never be aimed towards your flak field, because flak will defend you. So if a Basestar jumps in on your head, fire a PCM off on the opposite side of your battlestar, using the distance to time it for maximum destruction of muntions, and profit. Two PCM's can completely invalidate a Basestar's attack and render an Argos' full salvo nothing but raindrops.

And finally, yes fighters will land if told to even when commencing a jump. i would not attempt it unless the fighters are very close however. Because their window to land is very short, especially if the ship is lower on the roster. There is a glitch I've been getting in which fighters will attempt to land, get stuck on the runway, and be rendered unusable as they never landed but can't launch or be retargetted to anything.
Menace Aug 26, 2019 @ 9:18pm 
Originally posted by CarloNord:
I have literally never seen someone pull off the Galactica Challenge.

Is this challenge where we only have a single Battlestar? Do we get to use other ships? I haven't heard of this challenge before.
DerRaketenRudi Aug 27, 2019 @ 2:48am 
Yes, only one battlestar, in that case á Jupiter. Iirc wagglepuss did it also with an Artemis

Also use the both civil ships u start with
The celesta got much armor reserves to minimize damage for the guns which CarloNord mentioned while the freighter can push some subsystems like fire control or mechanic for better damage reduction
GHawkins the Grey Aug 27, 2019 @ 4:06am 
The Galactica challenge is indeed completing Anabasis with only a Jupiter. I assume that once Resurrection releases, we'll start naming the Galactica challenge a run with a Jupiter Mk II. No idea what we'll start calling the Mk I then.

The Artemis challenge is completing Anabasis with just an Artemis. I know for sure Sproge was the first one to complete that one, I think Wagglepuss also did it but I'm not a hundred percent sure.
gmuir77 Aug 27, 2019 @ 8:59am 
Originally posted by CarloNord:
I have literally never seen someone pull off the Galactica Challenge. Not one video exists AFAIK. That said, I tried it myself, and managed to get to jump 8-9 on normal. I think it was 9, cause I think I was able to get the civies to jump to jump 10, but obviously they died. I think I could've managed one more jump, but I made a few bad decisions, and I doubt I'd have survived that next jump anyway.

So what is your typical engagement approach like? The mentality is avoid the fight and only fight when you have to. I'm playing around with opening the engagement with boost and turning to present my best attack angle as they close.

I don't know how you're managing it with a single battlestar. Are you just turning opposite of the cylons and burning hard, maybe using vipers to pick off incoming fighters but otherwise turn and burn?

The key to Anabasis is being ready to respond to threats. You need to be in a position that you won't be caught off guard too easily. Believe me when I say you WANT to fight Basestars and other such dedicated missile ships, because battlestar flak is free and is THE most effective anti-munition option in the game, bar none.

And it seems you need to keep your formation tight to account for enemies showing up on any side -- you don't need to be weak in any given direction.

Target priority is also very important, focus on killing Revenants and Cerastes ships first, then Arachnes, then Talons, then Nemesis, and everything else after. You cannot defend against gunfire, you can only sit there and hope your armour holds out long enough till you can repair it.

It kills me we don't get an admiral. Going back to +4 on detection sucks. It might make sense to fly with a single raptor to do a little scouting. I tried using a manty as a scout but it keeps dying.

Here's a trick I learned, always keep a PCM on your Jupiter and/or Artemis. Minerva is not a ship that should be flaking but if that's how you want to roll consider it too. Normally if you launch a munition it gets eaten by your flak, but a PCM should never be aimed towards your flak field, because flak will defend you. So if a Basestar jumps in on your head, fire a PCM off on the opposite side of your battlestar, using the distance to time it for maximum destruction of muntions, and profit. Two PCM's can completely invalidate a Basestar's attack and render an Argos' full salvo nothing but raindrops.

I've been flying with torps but maybe I should swap them out. They were useful for whacking the enemies that got close. I never really played with the other specialty armaments in the campaign, seemed of marginal use. Just had two flights of vipers wiped out by cluster mines which is the first time that's ever happened. They managed to deploy it literally in front of my ship.

And finally, yes fighters will land if told to even when commencing a jump. i would not attempt it unless the fighters are very close however. Because their window to land is very short, especially if the ship is lower on the roster. There is a glitch I've been getting in which fighters will attempt to land, get stuck on the runway, and be rendered unusable as they never landed but can't launch or be retargetted to anything.

They were very close but still got left behind. Not sure what the issue was. Takes too long to fight the battles to play with it -- plus it autosaves immediately after the jump so I can't save-scum if I don't like how it went. And I do save-scum when the battle goes poorly.
gmuir77 Aug 27, 2019 @ 9:00am 
Originally posted by Menace:
Originally posted by CarloNord:
I have literally never seen someone pull off the Galactica Challenge.

Is this challenge where we only have a single Battlestar? Do we get to use other ships? I haven't heard of this challenge before.

It's just a self-made challenge, nothing official in the system. You can post the victory screen at the end to prove you did it.
gmuir77 Aug 27, 2019 @ 10:00am 
Hmm, just got warning about leaving the operational zone. Seems this is a multiplayer thing, keep users from fleeing to avoid combat and make games take too long. How does this work for anabasis?
USS Midway veteran Aug 27, 2019 @ 10:19am 
Originally posted by gmuir77:
Decided to give it another run. Three arties, three minotaurs. Was doing pretty well for myself up to jump 5. The jump timer keeps going out longer than the cylon reinforcement timer and man, does it hurt. I've got a new transport running to me chased by revenants. I'm keeping my distance and trying to keep my civvies protected and then the reinforcements come in -- TWO basestars and a talon right on top of me! The arties are carrying torps and I'm able to vaporize one instantaneously, the second takes more time and then the revenants are on me. I jump the moment I spool up. This is when I discover that the fighters WILL NOT LAND when a jump is signaled, even when they're nearly at their battlestar. I take almost 400 points of damage and don't quite have enough salvage to make me whole.

From what I can see, destroyed ships don't count towards salvage so there's pretty much zero point in engaging with the cylons except to prevent yourself from taking more damage.

What kills me is I'm playing this run better than I did the prior ones and I'm still not going to make it I think. And this is on easy mode.

I will repeat -- I love the idea of Anabasis. I would like to see more game modes like this because it seriously extends the game's shelf-life. There's only so many times you can play the campaign. But for frak's sake, make it balanced!

I agree. The concept was outstanding; however the execution was tepid. The game is just too frustratingly difficult for most players, even on the "Easy" setting. I managed to beat it a few times on "easy" but I abandoned Anabasis months ago as a waste of my time. I don't mind a "challenge," but this goes way beyond that. I have beat the main campaign for Season 1 three times on Admiral; I've been unable to beat Anabasis one time on "normal." I thank the developers for providing the "easy" setting - which isn't easy - so I have managed to complete it, but it's just no fun. I'm done with Anabasis until there are some significant modifications, such as more opportunity to repair and reload. Give the average player a chance to win. That's all Anabasis needs to make it enjoyable for most players, not just a few. When you purchase the games DLC, I suggest not buying Anabasis until some changes are made. Maybe we can put some pressure on the developers to make it a game we ALL can play and enjoy.
(P.S. Beating Anabasis also depends a lot on luck...I played it on "easy" mode 19 times...I beat it three times. It does matter how the dice roll.)
Last edited by USS Midway veteran; Aug 27, 2019 @ 10:44am
CarloNord Aug 27, 2019 @ 11:21am 
Originally posted by gmuir77:
So what is your typical engagement approach like? The mentality is avoid the fight and only fight when you have to. I'm playing around with opening the engagement with boost and turning to present my best attack angle as they close.

I don't know how you're managing it with a single battlestar. Are you just turning opposite of the cylons and burning hard, maybe using vipers to pick off incoming fighters but otherwise turn and burn?

Basically, I just immediately turn away from the cylons, then boost. I launch all vipers, and deploy sweepers if I have them. I run as fast as I can, using the Celestra to give my rear armour IF they've launched fighters that are going to reach me before I reach the edge of the map. If no, then I judge whether or not I need to place armour on a side. The Sweeper is there to prevent missile fire from preventing me from just boosting away, cause otherwise I'd have to turn and flak, decreasing my distance. Remember what I said about gun weapons? You cannot defend against them, your friend is range.

Finally, my vipers are always near the fleet, such that they're never more than a turn away from being in defensive formation, and two turns from landing. I NEVER send them out on their own. Cause raiders and cap ships prioritise civies and your cap ships, unless your vipers are the only thing in range.

And it seems you need to keep your formation tight to account for enemies showing up on any side -- you don't need to be weak in any given direction.

Depends entirely on your fleet comp, but yes generally a tight formation is the way to go. If you can place the civies far behind your warships in such a way that they're still covered by flak, do it, cause it will prevent Revenants and Cerastes from just diving you to kill them.

It kills me we don't get an admiral. Going back to +4 on detection sucks. It might make sense to fly with a single raptor to do a little scouting. I tried using a manty as a scout but it keeps dying.

Don't bother with scouting. Your goal is to run, not to engage the enemy. You don't need to scout, you need to defend and gtfo. I've been talking mostly in the context of the Galactica challenge so far, but this applies to normal play too. You do not need to care what the enemy is, and if you're good at the game you'll know what a ship is just from how it's DRADIS signal moves. Fast, slow, diving, turning fast, missiles? All things you can use to assess what it is before you proper detection. If it's coming straight at you, it's likely a Revenant or Cerastes, sometimes it's an Arachne though. Is it way in the back, lobbing missiles and it's pooping fighters? Can only be two things. Is it way in the back, pissing fighters, and nothing else? Can only be a Cerberus.

The lack of Admiral sucks yes, but it's not too big an issue.

I've been flying with torps but maybe I should swap them out. They were useful for whacking the enemies that got close. I never really played with the other specialty armaments in the campaign, seemed of marginal use. Just had two flights of vipers wiped out by cluster mines which is the first time that's ever happened. They managed to deploy it literally in front of my ship.

Your munition choices in Anabasis are pretty important. Guided munitions of any kind should be avoided as IDing the enemy is not important, and thus you won't have a lock until they're right on top of you, in which case you should have a flak wall up to protect against munition salvos. A fast and furious fleet made up of smaller cap ships like Berzerks, Adamants, and such is possible to use and be effective with, but is much harder and requires much heavier and smarter use of fighters and support craft. Artemis being the fastest battlestar you'd want to use it as your biggest vessel if using it at all.

I have to reiterate here, ENGAGING THE ENEMY IS NOT YOUR PRIORITY. This is a big mistake a lot of people make in Anabasis that screws them over. The enemy has more ships, is coming from more angles, and doesn't have to care about bullets and damage chipping away at it's hull. You will lose if you try to fight your way out of every engagement. Offensive capability is not as important as utility. Vipers are not tools of attack, but screening. Missiles are used not to soften targets, but to attack flanking Nemesis that you don't have an optimal firing solution on. In Anabasis, the ability to delay and inconvenience your opponent i far more important than destroying them. Because remember, THERE IS NO DEFENCE OTHER THAN RANGE, FOR BULLETS. If you see mines being deployed, utilize the Disarm function of your raptors if you must. Torpedoes should only be used on ships that can move fast and screen themselves, like an adamant, because everything larger should be hiding behind flak. The only exception to this is if you're doing a fast fleet, or you're REALLY good at using Sweepers, which I recommend actually getting good at using because they are basically better flak fields. They let your munitions through and deny 100% of enemy muntions.

They were very close but still got left behind. Not sure what the issue was. Takes too long to fight the battles to play with it -- plus it autosaves immediately after the jump so I can't save-scum if I don't like how it went. And I do save-scum when the battle goes poorly.

The smartest way to handle your fighters is to have them land the turn before you plan on jumping, that way if you mis-judge distance you've still got the turn of the jump to get them on board. You also need to consider where on the carrier vessel they have to reach to land. On the Atlas it's the front, on the Battlestars it's the rear of whichever flightpod that squad came from, etc.
gmuir77 Aug 27, 2019 @ 12:38pm 
Haha. Oh my. Jump 7. Save-scumming. My last jump had terrain I was able to use. The zap-u nebula I put between me and the Cylons. They ended up moving through it gradually. Half the initial force plonked off to the other side of the map for whatever reason and a new transport was ignored the entire time. I was able to keep cool, blast the couple that came close and jump out.

Well, the next one there's no cover. I've got five contacts in front of me -- three revenants, two arachnae. I've been playing around and I think I'll just have to directly engage. When the countdown timer ends I've got one cylon fleet come in and a countdown of one until another fleet comes in.

First time I did this (not fighting serious, taking losses, just seeing what will happen) I had THREE basestars jump right on top of me. SERIOSULY?!

Second time through looks more survivable. It appears that the initial force you encounter in each jump is randomized but fixed once you've saved there. Initial composition doesn't change. But the reinforcements can, both in location and composition.

I can't imagine what a higher difficulty setting would look like one this. And I can't figure out how anyone keeps a single battlestar alive.
gmuir77 Aug 28, 2019 @ 6:08am 
Originally posted by CarloNord:
Originally posted by gmuir77:

Basically, I just immediately turn away from the cylons, then boost. I launch all vipers, and deploy sweepers if I have them. I run as fast as I can, using the Celestra to give my rear armour IF they've launched fighters that are going to reach me before I reach the edge of the map. If no, then I judge whether or not I need to place armour on a side. The Sweeper is there to prevent missile fire from preventing me from just boosting away, cause otherwise I'd have to turn and flak, decreasing my distance. Remember what I said about gun weapons? You cannot defend against them, your friend is range.

Makes sense.

Depends entirely on your fleet comp, but yes generally a tight formation is the way to go. If you can place the civies far behind your warships in such a way that they're still covered by flak, do it, cause it will prevent Revenants and Cerastes from just diving you to kill them.

Tried that only to have the reinforcements pop up on top of them.

It kills me we don't get an admiral. Going back to +4 on detection sucks. It might make sense to fly with a single raptor to do a little scouting. I tried using a manty as a scout but it keeps dying.

Don't bother with scouting. Your goal is to run, not to engage the enemy. You don't need to scout, you need to defend and gtfo. I've been talking mostly in the context of the Galactica challenge so far, but this applies to normal play too. You do not need to care what the enemy is, and if you're good at the game you'll know what a ship is just from how it's DRADIS signal moves. Fast, slow, diving, turning fast, missiles? All things you can use to assess what it is before you proper detection. If it's coming straight at you, it's likely a Revenant or Cerastes, sometimes it's an Arachne though. Is it way in the back, lobbing missiles and it's pooping fighters? Can only be two things. Is it way in the back, pissing fighters, and nothing else? Can only be a Cerberus.

Agreed. It's a totally different mentality from campaign. In campaign you only have to survive one fight and you can afford to kill them all.

The lack of Admiral sucks yes, but it's not too big an issue.

I have to reiterate here, ENGAGING THE ENEMY IS NOT YOUR PRIORITY. This is a big mistake a lot of people make in Anabasis that screws them over. The enemy has more ships, is coming from more angles, and doesn't have to care about bullets and damage chipping away at it's hull. You will lose if you try to fight your way out of every engagement. Offensive capability is not as important as utility. Vipers are not tools of attack, but screening. Missiles are used not to soften targets, but to attack flanking Nemesis that you don't have an optimal firing solution on. In Anabasis, the ability to delay and inconvenience your opponent i far more i

That is the long and the short of it.

It's realistic for the enemy to not politely wait for you to be ready for them. It's realistic to have to husband your resources. It's realistic to have no-win situations and have to pick the least bad outcome. Use the most banged up ship as sacrificial bait. You will lose people. Someone commented about how Anabasis isn't an example of an amazing save but a desperate attempt to salvage something from a military disaster. So the frustrations are meant to be there.

But man, it would be nice if they had a play mode that was a bit less ridiculous. I spend the first part of the engagement playing perfect, taking almost no damage while evading and destroying the occasional Cylon and I'm in great shape and then three basestars jump right on me. It's like that scene in Private Ryan where the medic stops the bleeding and is so pleased with himself and then a stray round blows the patient's head off.

I think they could fix a lot of this by just not having the enemy jumping in on top of you. Or if the reinforcements have to scout you. It's funny that every Cylon is destroyed and then the new ones come in and they still have you ID'd and can start blasting missiles. Who relayed that to you? lol

I know they probably have the stats for this. I'd be curious to see how much play Anabasis gets vs. the rest of the game. That'll really tell them how successful it was.
gmuir77 Aug 28, 2019 @ 6:10am 
Originally posted by projournalist:
Give the average player a chance to win. That's all Anabasis needs to make it enjoyable for most players, not just a few. When you purchase the games DLC, I suggest not buying Anabasis until some changes are made. Maybe we can put some pressure on the developers to make it a game we ALL can play and enjoy.
(P.S. Beating Anabasis also depends a lot on luck...I played it on "easy" mode 19 times...I beat it three times. It does matter how the dice roll.)

And you still have the more difficult settings for the people who are very good at it and really want a challenge. And that affects the points standing and screenshots for bragging rights.
CarloNord Aug 28, 2019 @ 7:07am 
@gmuir77

Ok, your complaint seems to be enemies jumping right on top of you, all I can say is that I have had this happen to me only a handful of times. It's not common, the vast majority of enemies will jump about 10K meters from you, even in the later jumps. And even with it happening, you should be happy when an enemy Basestar jumps right on your head, why? Because Colonials outgun Cylons, and that means colonials prefer to be in close range. You know what doesn't like to be in close range? Basestars. Kill it, and be glad that's a lot less missiles you have to deal with.
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Date Posted: Aug 26, 2019 @ 3:17pm
Posts: 25